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Portfolio

Games

Trobo's Escape
Role: Design, Art, Programming

Trobo's Escape is a 2D Platformer Game made in Construct 3. During the two weeks I worked on the project, I went above and beyond to create a tutorial, multiple sections with unique mechanics, and an endscreen that features awards for both low death counts and speedruning. I worked on Programming, Designing, and a portion of the Art, while Dante Busch worked on the rest of the art. A long time after the project was finished, I went back to work on balancing, bug fixing, and redesigning to get it to the state it's in today.

Wishin' I was Fishin'
Role: Project Lead and Designer

Wishin' I was Fishin' is a fishing card/board game I made with a group of three. Acting as the project lead, as well as the main designer of the game, I balanced the game, came up with ideas for the items and fish, and even made the official cards for the game. It features inventory and tool upgrades, fish rarities with varying prices, and a noticeable difference between the early game and the late game. Using a balance of luck and strategy, the game is winnable in any phase, even if you're two rod tiers behind halfway through.

Tales from Teren
Role: Editor, Writer, Programmer

Tales from Teren is an interactive fantasy novel with a baked in combat system. I worked as the editor, one of the writers, and one of the programmers for the project.

Application Hell
Role: Design, Sound, Composition.

For the 2025 Scream Jam, I created a horror game with two other people based on applying for jobs. It features walking sections in your room, the ability to browse your desktop for jobs (and other things), and a fully functional cutscene. It's incomplete, but we're working on a boss fight and an ending sequence. Though a large portion of my focus for this project was on design, I decided to lean heavily into both Composition and Sound Design, creating three different songs and plenty of SFX.

Battle of the Board
Role: Designer

In 2022, I joined a team of four to create Battle of the Board; an event based board game where you have to kill more enemies than your friends to win. During the creation, we used Scrum, a brainstorming/collaboration document, Discord, and Meetings to create a board game using the Game Production Pipeline. Below are links to the collaboration document, as well as a separate link to the rulebook.

Levels

Submerged Space

During the production of Submerged Space, I created a pre-production document, multiple milestones, a tutorial of the level editor to demonstrate mentorship, and a post mortem. During Milestone 2 and Milestone 4, I demonstrated my thinking process when it comes to gameplay design, showing how I put thought into each move the player will make, how to teach them mechanics, and general room layout. Find more information on this below.

N++ Levels

In 2023, I created a series of six N++ Levels themed around one mechanic, which is a game I hadn't played prior to this class. I demonstrated how I could create unique levels with interesting layouts, despite being made in a VERY simple game. I also demonstrated how I could create each level for three different playstyles (Casual, Completionist, Speedrun). More information can be found below.

Fruit Loops

Rather than putting an emphasis on gameplay, I wanted to create a level dedicated to narrative. So, I made "Fruit Loops", a time loop based story/puzzle map created in Minecraft 1.20. Through the use of progressive Journal Entries, Dialogue, and Set Design, I created a unique and compelling story that, in a way, tells two stories at once. More information on my Minecraft narrative map can be found below.

Lyra Third Person Shooter Maps

Using Lyra Starter Game, I've created two (and plan to make a third) Third Person Shooter maps.

1. The first one is a basic symmetrical arcade style arena. I really tried to experiment with shapes, along with both closed and open areas. This was early on in my game design career, so I was still getting used to the editor as a whole, but it turned out nicely.

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2. The second one is a jungle temple themed level. I tried to experiment more with asymmetry and structure, doing what I could with the limited assets (pertaining to the theme) that Quixel Bridge provided me at the time. I learned a lot about designing for 3D environments in this arena, and I'll be keeping those lessons in mind when designing the next one.

More levels to come!

More

Experimenting with UE5 Scripting

For this project, I stepped a bit outside of my comfort zone and tried out scripting in Unreal Engine 5! I was able to create a dialogue system, interactable objects, a progressive quest system, a cutscene which changed the daytime, puzzles, and more. All assets were obtained from the Unreal Engine store and Quixel Bridge, but implemented into the world by me.

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